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Skyrim Modding Diary - 24 March 2022


gregaaz

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Good morning, folks! After thinking on it for a while, I've decided to more or less lock my configuration at this point for the next adventure. I've started regenerating the grass cache and as long as nothing goes wrong, I won't be installing any more mods that touch the exterior worldspace. I say "as long as nothing goes wrong" because I did a bit of an experiment last night - I merged three major grass mods plus several smaller ones - and I won't know if it worked right until I finish generating the grass cache. So we'll see! If I do have to redo the cache, I have one late breaking exterior mod that I might squeeze in. 

 

We're starting the day with 1,560 mods installed, 1,511 plugins active, and a final load order index of ED. This is likely to be more or less the size of the mod stack when I go into MCM setup tomorrow - so we didn't quite make it to 1600 this time around, but we've still got a substantial increase in complexity compared to the second adventure, which kicked off with about 300 fewer mods installed. 

 

So How Does The Grass Look?

Spoiler

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Not bad. I'm seeing lots of subtle variation with no real eyesores. Frame rate appears to be consistent even in areas with very heavy grass such as seen below. All in all I think we can mark down this grass move as at least a tentative success. I am still noticing some wiggle on the models from Leaves As Grass, and since that one's just a straight-up replacer I'm going to uninstall it. At the same time we'll unhide the models from Verdant so we still benefit from enhanced models. Some of the other mods already provide some leaf cover options, so we won't be completely losing the feature in any event.

 

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Late Breaking Additions

Spoiler

Three mods caught my eye this morning that I'm going to slide into the configuration: Civil War Officers, Wares of Tamrie - Rare Curios, and Vyn Exports - Ice Claws. None of these should require me to remake the grass cache or my LODs, so I expect they'll be safe additions. None of the three mods have any issues with conflicting assets, so we can move on to xEdit. The plugins are already all compacted, and had no errors or navmesh edge link corruption. I did find a few ITMs in the ice claws mod, consisting of orphaned top level cell data. If you've been following this series, you've probably already heard me complaining about this, but just to emphasize - leaving these seemingly harmless records in the file and not cleaning them means that an end user who installs this mod without cleaning it themselves will lose the benefits of lighting, water, and music mods that load before this. Wrye Bash will probably catch and fix the conflict, but why risk it when it takes literally two seconds to clean the ITMs? I wish more authors would be dilligent about this.

 

Removing: EvergreenGroveExterior [CELL:00009BE0] (in Tamriel "Skyrim" [WRLD:0000003C] at -13,-17)
Removing: PrideofTelVosExterior01 [CELL:0000B289] (in Tamriel "Skyrim" [WRLD:0000003C] at 33,25)
Removing: [CELL:0000982E] (in Tamriel "Skyrim" [WRLD:0000003C] at 31,-21)
Removing: WhiterunExterior01 [CELL:0000961B] (in Tamriel "Skyrim" [WRLD:0000003C] at 4,-3)

 

For the ice claw mod, all the conflicts involved top level cell data and were pretty easy to patch up. The officer's mod is a little more complicated - not because of any defect in the mod but because of the need to incorporate it into my existing, private edits to the Imperial leveled lists. Let's dump this mod's leveled lists and NPCs into a working file along with my customized leveled lists.

 

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With the other lists now at our fingertips, let's integrate them. Imperial officers aren't going to use my Imperial officer armor lists, since those are geared towards field grade officers, but they will use the Imperial officer weapon list. Stormcloak officers are going to be the opposite situation - they'll get access to the officer armor list but use the normal weapon lists.

 

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After tweaking the leveled item lists and adding them to my conflict resolution patch I looked at the NPC and outfit records and pleasantly discovered they did not require any further edits. I did need to merge some changes between the USSEP, Skyrim at War, and this mod for the random encounter with Imperials escorting a prisoner, but it was just a matter of merging otherwise non-conflicting edits within the one record.

 

I took a little walk around Whiterun Hold to see if I could luck out and run into some of the new NPCs, but it wasn't meant to be today. Guess we'll just have to keep an eye out during the upcoming adventure.

 

Some Finishing Touches

Spoiler

As I alluded to earlier, I rebuilt my LODs after the grass cache. The operation went smoothly, with no differences from the times I've documented it earlier in this blog. I also integrated Consistent Older People, which is out of print on the Nexus but can be found on AFKMods. I was a bit concerned that this might cause dark face bug, but it did not - which is great. In fact, this reveals an opportunity to make a much less invasive solution for a sticking point I've had with Hateful Wenches. Unless I get really motivated tomorrow, that won't make it into the mod stack for the next adventure, but it'll get the changes into the next build a lot faster.

 

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Well, I probably should have known that this seemed a little too easy. It looks like I need to manually change over the head textures to the elder textures.

 

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As you can see, the normal map for the elder head texture doesn't match up with the one in the facegen. Let's swap out the normal path and see how it looks in game after.

 

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Look at the huge difference that makes! I don't really feel like patching all the nifs today, but I'll have to take care of this tomorrow before I start the next round of gameplay.

 

The other item on the docket is More Interesting Loot Reborn. This is a 4500-record mod, so it's not a candidate for compacting without splitting up the file. This is a fairly mature mod that's been around for a long time, so I wasn't surprised when it came back more or less clean. There was some anomalous perk data I need to keep an eye on, but otherwise I was able to move on to conflict resolution pretty promptly. The conflicts were kind of all over the place, so I'll need to scrutinize them to make sure I'm not looking at wild edits that'll cause problems. Fortunately, reviewing everything just required some patience and a lot of dragging and dropping in xEdit. 

 

You know what? Speaking in leveled list stuff, let's also take care of Marco's Integrated Leveled Lists. This one isn't going to keep all its changes in my game forever, because I'm eyeing a couple of other mods that tackle specific aspects of this one in greater detail and with better lore friendliness - but for now, this will work great and some of its other features are perfect matches.

 

Tomorrow I'll need to refit the rest of the elder facegen, and after that... it's MCM setup time for the next adventure!

 

OK, we're getting very close to the point when we can start the next adventure! See you all tomorrow :) 

7 Comments


Recommended Comments

March's Modding Madness !

Next year we can organize bracket competition to see which modder can beat the best.

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3 hours ago, EnragedBard said:

You oughtta write a guide or something. To compacting and making your 1400 mods fit. 

I second that! I picked up a couple tricks along the way reading your blog, but sometimes I'm baffled on how you do this or that. (Well that and modifying nav-meshes is still a skill I need to learn.)

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I'd say get motivated and fix the sticking point or whatever it was.  ?

 

Oy, and now the MCMs...  Having done this every two to four days for four months, I am a little sick of the process...  Not that you shouldn't blog it; I just hope I don't have to do it all again anytime soon!

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14 hours ago, EnragedBard said:

You oughtta write a guide or something. To compacting and making your 1400 mods fit. 

 

10 hours ago, Talesien said:

I second that! I picked up a couple tricks along the way reading your blog, but sometimes I'm baffled on how you do this or that. (Well that and modifying nav-meshes is still a skill I need to learn.)

 

Thanks for the encouragement! I've thought about doing some sort of a guide before, though it's a little tough to do for my load order, since it includes a number of out of print mods and also some pretty extensive personal edits. Still, I'll keep the suggestion in mind as maybe a future project.

 

3 hours ago, qalavix said:

I'd say get motivated and fix the sticking point or whatever it was.  ?

 

Haha most of my big sticking point have more to do with labor cost than technical issues fortunately - the only real lingering technical blocker for me is resolving landscape conflicts, since there doesn't seem to be any kind of good utility for merging changes or even just cataloguing the differences between various versions of a landscape in a human-readable way. 

 

One of the big blockers that I'll be overcoming after the end of this playthrough is the load order footprint of Legacy of the Dragonborn. Compacting the mods that hook into LOTD (and many of them are eligible for compacting but because they are ported LE mods they don't come ESL ready 'out of the box') has historically been problematic because of how subsequent patch releases cause incompatibilities. I've devised a technical solution (albeit kind of a brute force one) that I'll be using to finally get most of those mods compacted, which should free up a lot of space in my load order.

 

3 hours ago, qalavix said:

Oy, and now the MCMs...  Having done this every two to four days for four months, I am a little sick of the process...  Not that you shouldn't blog it; I just hope I don't have to do it all again anytime soon!

 

Yeah, there's a tool called MCM Recorder that I'm going to try out with this iteration, but I'm not sure how much value it adds since I haven't finalized the configuration yet. I want to understand better how this mod handles configuration changes that add or remove MCMs before I fully endorse it.

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7 hours ago, gregaaz said:

I've devised a technical solution (albeit kind of a brute force one) that I'll be using to finally get most of those mods compacted, which should free up a lot of space in my load order.

Brute force is always a favorite of mine in debugging. ?

 

Quote

Yeah, there's a tool called MCM Recorder that I'm going to try out with this iteration, but I'm not sure how much value it adds since I haven't finalized the configuration yet. I want to understand better how this mod handles configuration changes that add or remove MCMs before I fully endorse it.

MCM Recorder is also not compatible with.... uh, damn, what's it called... SkyUI ReSort, that allows far more MCMs than the one hundred twenty-something limit (and due to reasons allows faster access to Sexlab MCMs).  Nor with Ye Olde - MCM Settings which I used to use.

 

Quote

You oughtta write a guide or something. To compacting and making your 1400 mods fit. 

[...]

Thanks for the encouragement! I've thought about doing some sort of a guide before, 

Well, your modding diary recently is exceptionally clear, IMO; just a few levels higher than I am - though I guess if I used my Mod Skyrim skill it would level up? (duh) - and so something aimed a level or two lower would be great.

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15 minutes ago, qalavix said:

Brute force is always a favorite of mine in debugging. ?

 

MCM Recorder is also not compatible with.... uh, damn, what's it called... SkyUI ReSort, that allows far more MCMs than the one hundred twenty-something limit (and due to reasons allows faster access to Sexlab MCMs).  Nor with Ye Olde - MCM Settings which I used to use.

 

So I noticed earlier today. Disappointing. 

 

15 minutes ago, qalavix said:

 

Well, your modding diary recently is exceptionally clear, IMO; just a few levels higher than I am - though I guess if I used my Mod Skyrim skill it would level up? (duh) - and so something aimed a level or two lower would be great.

 

I'll keep that in mind and try to make the procedural bits more accessible going forward. In the meanwhile, you might want to check out the modding case study series. They're a bit more detailed and explicit about the step by step processes.

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